Notice: ICBM is expected to be installed next to tech mods such as Mekanism, Actual additions, IC2, or Thermal Expansion . Both to provide resources for crafting and power to the machines. If you wish to avoid this then mods like crafttweaker will be needed to change recipes and settings changed to disable power requirements.
ICBM-Classic
Everyone loves PvP and blowing your enemies up with style... but how do you get those explosives to your enemy. That is where missiles come into play. With ICBM classic you gain the ability to craft a wide range of explosives, mount them on missiles, and launch them into an orbital path with your foe.
Oh, but it doesn't stop there with just a few quick explosions. ICBM classic has a range of different styles to meet the needs of a growing empire. Starting with the classic TNT explosion embodied by the condensed and breaching charge. To step up your game it includes more specialized explosives such as the sonic, repulsion, antigravity, and emp. To top it off it includes the favorite thermobaric and nuclear explosions to give a warm welcome. Finally at the end when your enemy still has not had enough ICBM classic presents the Antimatter and Redmatter explosions. For when you need an entire base to disappear or in the latter be crushed into nothingness by a blackhole.
Content
- Missiles
- Explosive blocks
- Bomb cart
- Handheld launcher
- Block-based Launchers
- Remote detonator
- Laser Detonator
- Camo Blocks(Mimic blocks)
- Glass pressure plate(Hidden From View)
- Glass Button(Hidden From View)
- Radar
- EMP tower
Different Versions
This version is a direct port of Calclavia's ICBM last updated in for Minecraft 1.6.4. The current mod that uses the name ICBM is a complete rewrite and redesign not based on the original.
Sentries
In order to provide a more flexible install and to reduce the complexity of development, sentries have been recreated as an Armory dependency called ICBM-Sentries.
Issues
If you have an issue click the issue button at the top. As well read our support page for ICBM so to avoid extra time resolving the issue.
Q.A.
Q: No longer uses VE?
A: For newer versions it was decided to remove the dependency on VoltzEngine.
Q: How to do I get copper?
A: It is expected that you download a large tech mod to pair with ICBM-Classic. If you don't plan to do this, dungeon loot boxes do contain copper ingots.
Q: How do I get sulfur?
A: For the 1.12 version creepers will drop sulfur 2x as often as gunpowder. This can be used to craft the explosive and make gunpowder.
Q: How do I power the launchers?
A: Use a support power system (Forge Energy for 1.12, Redstone Flux for 1.7, IC2, etc). Then connect something that can feed power into the launcher. For 1.12 any part of the launcher will work. For 1.7 the controller and frame will work.
If desired, the 1.12 version can disable the power requirement via the in game config. This can be toggled while playing and does not require a restart.
Q: Why Defense Tech or <insert other clone> exist?
A: Aidian was given permission by our team to work on his own version. The hope was that he would create a good match for the original. This never worked out but anyone is welcome to continue trying in the future. As we wish to see as many versions of the mod exist to give players options. Does this mean you can actually copy the mod completely... no. As the assets are not fully owned nor transferable to new projects. The code has been made open sourced to help with development but we ask that is not copied in its entirety mostly as its a bit rough & buggy.
Q: Do you plan to add more content?
A: Not sure, right now the goal is to keep to the original design and update for newer versions. At some point, there might be a few minor additions.
Q: Calclavia made ICBM why are you developing it?
A: Yes, Calclavia made the original mod but did not work on it alone. I, DarkGuardsman aka DarkCow aka QueenOfMissiles , helped with the mod and UE before the team disbanded. During the disband I traded Calclavia for ICBM in order to prevent it from being abandoned.
Hello! Im trying to use this in 1.7.10, I have voltz engine, but coding lib is causing problems. I download it from the right link and then put it into my mods folder, but when I run it the engine asks if I want to download it, if I press yes it continues then it crashes, if I don't it just quits there. Any help or advice?
In reply to thegoldenhammer1:
Try adding -DdisableDepDownloader=true to the run arguments in the launcher.
In reply to bl4ckscor3:
Do you know how to do that in the technic launcher?
In reply to thegoldenhammer1:
Never mind find it
1.18.2 too k
Pls 1.16.5
if there won't be one does anyone know a missile mod with 1.16.5 capability
Why is the mod crashing, it is the only mod I have downloaded.
In reply to bluefoxyot:
Won’t know without a crash report that gets generated. Post it on either pastebin or gist.github.com and reply with it here or better yet. Open a issue with that link on GitHub
bonjour je n'arrive pas a utiliser le mod
est-ce parce que je joue en 1.18 ?
What is the energy in this mod?
In reply to gonca_joga:
RF/FE. You need another mod for energy generation, though.
does the creative power source from immersive engineering work with the launch silo? also, how do you use the emp tower?
In reply to mrbeast_best3895:
If it uses forge energy system then yes
As for EMP tower, you power it and then once charged trigger with redstone. This will create an EMP blast effect in a limited range.
Do cluster missiles still exist? If so, how do I make them?
In reply to 010010000110010101101100:
There's no cluster missile.
In reply to bl4ckscor3:
Will they ever be reimplemented? I see that they are present in the config files, so I'm just a tad bit unsure.
In reply to 010010000110010101101100:
I don't know.
In reply to 010010000110010101101100:
Still yet to decide, current idea is to make an addon featuring cluster missiles and a craft table to customize them.... but this is waiting on me to finish rewriting the missiles. Which is finally getting some speed and rebuilt most of the core logic the last few days. Migrating away from hard coded types to dynamic flight logic, target data, and proper capability support for other mods. Next step is testing the changes, migrating the explosive data into a capability object, and then starting on adding back the anti-missiles. Once that is done cluster might be a good follow up step before moving to homing missiles.
idk if its just the current patch but I remember the condensed explosives recipe being 5 TNT - 3 condensed TNT, but playing on latest build its 5:1 rather than 5:3.